package funkin.util; import flixel.util.FlxColor; import lime.app.Application; class Constants { /** * ENGINE AND VERSION DATA */ // ============================== /** * The title of the game, for debug printing purposes. * Change this if you're making an engine. */ public static final TITLE:String = "Friday Night Funkin'"; /** * The current version number of the game. * Modify this in the `project.xml` file. */ public static var VERSION(get, null):String; /** * A suffix to add to the game version. * Add a suffix to prototype builds and remove it for releases. */ public static final VERSION_SUFFIX:String = ' PROTOTYPE'; #if debug static function get_VERSION():String { return 'v${Application.current.meta.get('version')} (${GIT_BRANCH} : ${GIT_HASH})' + VERSION_SUFFIX; } #else static function get_VERSION():String { return 'v${Application.current.meta.get('version')}' + VERSION_SUFFIX; } #end /** * URL DATA */ // ============================== /** * Link to download the game on Itch.io. */ public static final URL_ITCH:String = 'https://ninja-muffin24.itch.io/funkin/purchase'; /** * Link to the game's page on Kickstarter. */ public static final URL_KICKSTARTER:String = 'https://www.kickstarter.com/projects/funkin/friday-night-funkin-the-full-ass-game/'; /** * GIT REPO DATA */ // ============================== #if debug /** * The current Git branch. */ public static final GIT_BRANCH:String = funkin.util.macro.GitCommit.getGitBranch(); /** * The current Git commit hash. */ public static final GIT_HASH:String = funkin.util.macro.GitCommit.getGitCommitHash(); #end /** * COLORS */ // ============================== /** * The color used by the enemy health bar. */ public static final COLOR_HEALTH_BAR_RED:FlxColor = 0xFFFF0000; /** * The color used by the player health bar. */ public static final COLOR_HEALTH_BAR_GREEN:FlxColor = 0xFF66FF33; /** * The base colors used by notes. */ public static var COLOR_NOTES:Array = [ 0xFFFF22AA, // left (0) 0xFF00EEFF, // down (1) 0xFF00CC00, // up (2) 0xFFCC1111 // right (3) ]; /** * GAME DEFAULTS */ // ============================== /** * Default difficulty for charts. */ public static final DEFAULT_DIFFICULTY:String = 'normal'; /** * Default player character for charts. */ public static final DEFAULT_CHARACTER:String = 'bf'; /** * Default stage for charts. */ public static final DEFAULT_STAGE:String = 'mainStage'; /** * Default song for if the PlayState messes up. */ public static final DEFAULT_SONG:String = 'tutorial'; /** * Default variation for charts. */ public static final DEFAULT_VARIATION:String = 'default'; /** * The default intensity for camera zooms. */ public static final DEFAULT_ZOOM_INTENSITY:Float = 0.015; /** * The default rate for camera zooms (in beats per zoom). */ public static final DEFAULT_ZOOM_RATE:Int = 4; /** * The default BPM for charts, so things don't break if none is specified. */ public static final DEFAULT_BPM:Int = 100; /** * Default numerator for the time signature. */ public static final DEFAULT_TIME_SIGNATURE_NUM:Int = 4; /** * Default denominator for the time signature. */ public static final DEFAULT_TIME_SIGNATURE_DEN:Int = 4; /** * TIMING */ // ============================== /** * A magic number used when calculating scroll speed and note distances. */ public static final PIXELS_PER_MS:Float = 0.45; /** * The maximum interval within which a note can be hit, in milliseconds. */ public static final HIT_WINDOW_MS:Float = 160.0; /** * Constant for the number of seconds in a minute. */ public static final SECS_PER_MIN:Int = 60; /** * Constant for the number of milliseconds in a second. */ public static final MS_PER_SEC:Int = 1000; /** * The number of microseconds in a millisecond. */ public static final US_PER_MS:Int = 1000; /** * The number of microseconds in a second. */ public static final US_PER_SEC:Int = US_PER_MS * MS_PER_SEC; /** * The number of nanoseconds in a microsecond. */ public static final NS_PER_US:Int = 1000; /** * The number of nanoseconds in a millisecond. */ public static final NS_PER_MS:Int = NS_PER_US * US_PER_MS; /** * The number of nanoseconds in a second. */ public static final NS_PER_SEC:Int = NS_PER_US * US_PER_MS * MS_PER_SEC; /** * Number of steps in a beat. * One step is one 16th note and one beat is one quarter note. */ public static final STEPS_PER_BEAT:Int = 4; /** * All MP3 decoders introduce a playback delay of `528` samples, * which at 44,100 Hz (samples per second) is ~12 ms. */ public static final MP3_DELAY_MS:Float = 528 / 44100 * Constants.MS_PER_SEC; /** * HEALTH VALUES */ // ============================== /** * The player's maximum health. * If the player is at this value, they can't gain any more health. */ public static final HEALTH_MAX:Float = 2.0; /** * The player's starting health. */ public static final HEALTH_STARTING = HEALTH_MAX / 2.0; /** * The player's minimum health. * If the player is at or below this value, they lose. */ public static final HEALTH_MIN:Float = 0.0; /** * The amount of health the player gains when hitting a note with the KILLER rating. */ public static final HEALTH_KILLER_BONUS:Float = 2.0 / 100.0 * HEALTH_MAX; // +2.0% /** * The amount of health the player gains when hitting a note with the SICK rating. */ public static final HEALTH_SICK_BONUS:Float = 1.5 / 100.0 * HEALTH_MAX; // +1.0% /** * The amount of health the player gains when hitting a note with the GOOD rating. */ public static final HEALTH_GOOD_BONUS:Float = 0.75 / 100.0 * HEALTH_MAX; // +0.75% /** * The amount of health the player gains when hitting a note with the BAD rating. */ public static final HEALTH_BAD_BONUS:Float = 0.0 / 100.0 * HEALTH_MAX; // +0.0% /** * The amount of health the player gains when hitting a note with the SHIT rating. * If negative, the player will actually lose health. */ public static final HEALTH_SHIT_BONUS:Float = -1.0 / 100.0 * HEALTH_MAX; // -1.0% /** * The amount of health the player gains, while holding a hold note, per second. */ public static final HEALTH_HOLD_BONUS_PER_SECOND:Float = 7.5 / 100.0 * HEALTH_MAX; // +7.5% / second /** * The amount of health the player loses upon missing a note. */ public static final HEALTH_MISS_PENALTY:Float = 4.0 / 100.0 * HEALTH_MAX; // 4.0% /** * The amount of health the player loses upon pressing a key when no note is there. */ public static final HEALTH_GHOST_MISS_PENALTY:Float = 2.0 / 100.0 * HEALTH_MAX; // 2.0% /** * The amount of health the player loses upon letting go of a hold note while it is still going. */ public static final HEALTH_HOLD_DROP_PENALTY:Float = 0.0; // 0.0% /** * The amount of health the player loses upon hitting a mine. */ public static final HEALTH_MINE_PENALTY:Float = 15.0 / 100.0 * HEALTH_MAX; // 15.0% /** * If true, the player will not receive the ghost miss penalty if there are no notes within the hit window. * This is the thing people have been begging for forever lolol. */ public static final GHOST_TAPPING:Bool = false; /** * OTHER */ // ============================== /** * The separator between an asset library and the asset path. */ public static final LIBRARY_SEPARATOR:String = ':'; /** * The scale factor to use when increasing the size of pixel art graphics. */ public static final PIXEL_ART_SCALE:Float = 6; /** * The volume at which to play the countdown before the song starts. */ public static final COUNTDOWN_VOLUME:Float = 0.6; /** * The horizontal offset of the strumline from the left edge of the screen. */ public static final STRUMLINE_X_OFFSET:Float = 48; /** * The vertical offset of the strumline from the top edge of the screen. */ public static final STRUMLINE_Y_OFFSET:Float = 24; }